Sorcery
Corrupted — This spell costs less to cast if an opponent has three or more poison counters.
Draw two cards.
Sorcery
Return two target creatures to their owners' hands.
Cycling (, Discard this card: Draw a card.)
Sorcery
Each player discards any number of cards, then draws that many cards.
Draw a card.
Sorcery
Draw two cards. Then you may discard two cards. When you do, Ill-Timed Explosion deals X damage to each creature, where X is the greatest mana value among cards discarded this way.
Sorcery
Target player draws cards equal to the number of cards in their hand, then discards that many cards.
Sorcery
This spell costs less to cast if you control a Human creature and a non-Human creature.
Draw two cards.
Sorcery
Call someone and ask them to choose one. If they don't answer, an opponent choses one. (Don't explain anything else. You choose targets.)
• A — Gain control of target creature you don't control.
• B — Choose target creature you control. Create two tokens that are each copies of it.
• C — Take an extra turn after this one.
• D — Draw seven cards.
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Draw two cards. If this spell was kicked, each opponent discards a card.
Sorcery
Return two target creatures to their owners' hands.
Wizardcycling (, Discard this card: Search your library for a Wizard card, reveal it, put it into your hand, then shuffle.)
Sorcery
Amass Orcs 3, then target player mills X cards, where X is the amassed Army's power. (To amass Orcs 3, put three +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Sorcery
( can be paid with either or 2 life.)
Draw two cards, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Sorcery
Target opponent draws two cards, then you draw up to four cards. That opponent may repeat this process as many times as they choose.
Sorcery
Draw two cards. Then you may exile an instant or sorcery card from your hand. If you do, search your hand and library for any number of cards with the same name, exile them, then shuffle. Seek an instant or sorcery card for each card exiled from your hand this way.
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Sorcery
This spell costs less to cast if you control a creature with flying.
Draw two cards.
Sorcery
Look at the top two cards of your library. Manifest one of those cards, then put the other on the top or bottom of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Sorcery
Each player chooses a nonland permanent they control. Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you.
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